• Title/Summary/Keyword: Multimedia Interaction

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Development of Computer Assisted Instruction Program in Multimedia Environment and its Effects on Science Achievement and Attitude towards Science Learning (멀티미디어 과학 학습 프로그램의 개발과 과학 학업 성취, 학습에 대한 태도에 미치는 효과 연구)

  • Lim, Hye-Young;An, Hui-Soo
    • Journal of The Korean Association For Science Education
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    • v.19 no.4
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    • pp.595-603
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    • 1999
  • The purpose of this study was to develop the computer assisted instruction program in multimedia environment, to examine the relative effects of two types of multimedia learning on science achievement and attitude towards science learning and to investigate the effects of treatment and students' learning ability. The results of this study were summarized as follows: 1. On science achievement; The multimedia learnings were more effective than the traditional one. Difference between multimedia learning I (through individualistic learning) and multimedia learning II(through peer interaction) was not significant. There was not interaction effect of treatment and students' learning ability. 2. On attitude towards science learning; The multimedia learnings were more effective than the traditional one. The multimedia learning I (through individualistic learning) was more effective than the multimedia learning II (through peer interaction). There was no interaction of treatment and students' learning ability. 3. On students' perceptions on multimedia learning; The students in the multimedia classes showed the multimedia learning were good in causing interest. making students absorbed in studies, and giving many learning materials, but not good in a couple of points such as making students bored and not explaining in detail.

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A Collaborative Visual Language

  • Kim, Kyung-Deok
    • Journal of information and communication convergence engineering
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    • v.1 no.2
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    • pp.74-81
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    • 2003
  • There are many researches on visual languages, but the most of them are difficult to support various collaborative interactions on a distributed multimedia environment. So, this paper suggests a collaborative visual language for interaction between multi-users. The visual language can describe a conceptual model for collaborative interactions between multi-users. Using the visual language, generated visual sentences consist of object icons and interaction operators. An object icon represents a user who is responsible for a collaborative activity, has dynamic attributes of a user, and supports flexible interaction between multi-users. An interaction operator represents an interactive relation between multi-users and supports various collaborative interactions. Merits of the visual language are as follows: supporting of both asynchronous interaction and synchronous interaction, supporting flexible interaction between multi-users according to participation or leave of users, supporting a user oriented modeling, etc. For example, an application to a workflow system for document approval is illustrated. So we could be found that the visual language shows a collaborative interaction.

PVDF Dynamic Tactile Event Sensor for Ubiquitous Computing

  • Kim, Tae-Hee;Park, Mi-Keung
    • Journal of Korea Multimedia Society
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    • v.7 no.6
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    • pp.767-780
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    • 2004
  • Interaction requires dynamic relationship between objects. In ubiquitous computing environment, interaction between human and the environment is implied. Tactile interaction has so far been less addressed, while tactile sensation should be an important topic in the field of multimedia study. This paper describes development of a novel PVDF (Polyvinylidene Fluoride) dynamic tactile sensor and associated experiments. PVDF dynamic tactile sensors detect touch events applied to the sensor skin by low frequency components of the signal. Rubber skin-covered sensing material was mounted on the bones. Robust performance with low noise was figured out in our robotic experiment. Whereas most conventional sensors are interested in measurement, our dynamic tactile sensor is sensitive to change of state, which could be a key for economic understanding of happenings in the dynamic world. We note that dynamic sensing uses motion as a part of sensing modality We suggest that dynamic sensing be understood in technological terms in the perspective of interactive media and ubiquitous computing.

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The Fourth Industrial Revolution and Multimedia Converging Technology: Pervasive AR Platform Construction using a Mobile Robot based Projection Technology (4 산업혁명과 멀티미디어 융합 기술 : 모바일 로봇 기반 이동형 프로젝션 기술을 이용한 Pervasive AR 플랫폼 구축)

  • Chae, Seungho;Yang, Yoonsik;Han, Tack-Don
    • Journal of Korea Multimedia Society
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    • v.20 no.2
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    • pp.298-312
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    • 2017
  • The fourth industrial revolution is expected to show technological innovation that develops among different fields beyond boundaries through the convergence and integration of fields. With the development and convergence of digital technology, users can receive information anywhere in the world. In this paper, we propose an adaptive interaction concept in a various environment by using a mobile robot based on projection augmented reality (AR). Most previous studies have aimed fixed projector or projection for a pre-designed environment. Thus, they provide only limited information. To overcome the abovementioned problem, we provide the adaptive information by implementing a projection AR system that can be mounted on the mobile robot. For that, the mobile robot based on the projection system was defined as Pervasive AR. Pervasive AR is configured with a pervasive display, a pervasive interface, and seamless interaction. The Pervasive AR technology enables the user to access information immediately by expanding the display area into real space, which implies an environment of intuitive and convenient interaction by expanding the user interface. This system can be applied to various areas, such as a home environment and a public space.

Plan of Realization of Learner - Contents Interaction in Distance Education for Teacher's Multimedia Literacy (교사의 Multimedia Literacy를 위한 원격교육에서의 Learner - Contents Interaction 구현 방안)

  • Lee, Ji-Young;Hong, Myung-Hui
    • 한국정보교육학회:학술대회논문집
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    • 2004.01a
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    • pp.45-55
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    • 2004
  • 본 논문은 교사의 Multimedia Literacy 함양을 위한 원격교육 Contents를 제작함에 있어 효율적으로 활용할 수 있는 상호작용 구현 방안을 제시함을 목적으로 한다. 이에 앞서 본 논문에서는 웹 기반 원격교육 상호작용 유형과 그 구현 방안을 새롭게 정리해 보고, 효율적인 원격교육과 상호작용 구현을 위해 고려해야 할 사항에 대한 제안을 통해 논지에 접근하였다. 본 논문은 연구 범위를 교사의 멀티미디어 리터러시 함양을 위한 원격교육 Contents에서의 Learner - Contents Interaction으로 제한하였으며, Java Script, Hash, HTML의 Event, Action, Link, Navigation 등을 활용한 Courseware 개발에 주력하였다. 상호작용이 강화된 이 Courseware는 Open Contents System으로 구축되어 다양한 원격교육 Contents에 다각도로 활용 가능하다.

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Collocated Wearable Interaction for Audio Book Application on Smartwatch and Hearables

  • Yoon, Hyoseok;Son, Jangmi
    • Journal of Multimedia Information System
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    • v.7 no.2
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    • pp.107-114
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    • 2020
  • This paper proposes a wearable audio book application using two wearable devices, a smartwatch and a hearables. We review requirements of what could be a killer wearable application and design our application based on these elicited requirements. To distinguish our application, we present 7 scenarios and introduce several wearable interaction modalities. To show feasibility of our approach, we design and implement our proof-of-concept prototype on Android emulator as well as on a commercial smartwatch. We thoroughly address how different interaction modalities are designed and implemented in the Android platform. Lastly, we show latency of the multi-modal and alternative interaction modalities that can be gracefully handled in wearable audio application use cases.

Near-body Interaction Enhancement with Distance Perception Matching in Immersive Virtual Environment

  • Yang, Ungyeon;Kim, Nam-Gyu
    • Journal of Multimedia Information System
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    • v.8 no.2
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    • pp.111-120
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    • 2021
  • As recent virtual reality technologies provide a more natural three-dimensional interactive environment, users naturally learn to explore space and interact with synthetic objects. The virtual reality researcher develops a technique that realizes realistic sensory feedback to get appropriate feedback to sense input behavior. Although much recent virtual reality research works extensively consider the human factor, it is not easy to adapt to all new virtual environment contents. Among many human factors, distance perception has been treated as very important in virtual environment interaction accuracy. We study the experiential virtual environment with the feature of the virtual object connected with the real object. We divide the three-dimensional interaction, in which distance perception and behavior have a significant influence, into two types (whole-body movement and direct manipulation) and analyze the real and virtual visual distance perception heterogeneity phenomenon. Also, we propose a statistical correction method that can reduce a near-body movement and manipulation error when changing the interaction location and report the experiment results proving its effectiveness.

Exploring the Effectiveness of Smart Education in a College Writing Course Utilizing Multimedia Learning Tools

  • Si-Yeon Pyo
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.143-150
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    • 2024
  • With the development of AI, multimedia tools in education offer personalized learning environments, which foster individual competencies. This study aims to examine the effectiveness of smart education as perceived by learners through a case study of university writing classes utilizing multimedia learning tools, and to explore potential applications. To achieve this, a writing course incorporating various multimedia tools to promote interaction was designed and implemented over the course of one semester, targeting 42 university students. Through the semester, student reactions and survey results were analyzed to investigate the effects and satisfaction levels regarding the use of multimedia learning tools in writing instruction as perceived by students. The analysis revealed that multimedia-assisted writing classes effectively fostered learners' autonomy by focusing on individual needs, while also promoting interaction and encouraging spontaneous participation. Students reported recognizing the presence of diverse perspectives by comparing and communicating about each other's writing, leading to an expansion of their own thinking. In using ChatGPT, it was found that students attempted to refine their questions until they obtained the desired answers. They reported that this process deepened their understanding of the essence of the questions. These benefits led to results of high levels of students' active class engagement and satisfaction. This study contributes foundational and empirical data regarding the effectiveness and potential applications of learner-centered smart education as part of fourth industrial revolution integration research.